3 ms·
Sorry, don't know the internals or thread details (though you can browse the git of course), but it does work very well. Some key points: 1. As per CL error ha
by podiki 6y ago
Sorry, don't know the internals or thread details (though you can browse the git of course), but it does work very well. Some key points:
1. As per CL error handling/continuations, if something goes wrong you are dropped into the debugger and can live fix the problem without losing the OpenGL context (usually, I've still found ways to break things of course, since you have some more manual memory management happening with the GPU). CEPL has a 'live continue' feature that handles this for OpenGL/threads.
2. Live changing of code as in usual CL REPL works well. If you want to change stuff on the GPU, like a texture or shader, you may need to repush it to the GPU depending how your main loop draws stuff. For instance, I'll just once set a shader, so if I want to change it I'll need to explicitly update it to the GPU.
Anyway, is all rather great, can't imagine doing this stuff manually like I used to back in the C days and before real GPU programming.